Files
botw/src/Game/Actor/Action/actionKorokFlowerAppear.cpp
T
Léo Lam f4cd38c43b Actor: move all AI code under Game/Actor
Link order shows one sorted actor tree, not a separate AI project: the
Action/AI/Query folders and per-feature folders (Camera, Player, Horse,
...) come out of the same archive rounds as the actor classes.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
2026-09-14 00:02:22 +02:00

41 lines
1.1 KiB
C++

#include "Game/Actor/Action/actionKorokFlowerAppear.h"
#include "KingSystem/ActorSystem/actActor.h"
#include "KingSystem/Physics/RigidBody/physRigidBody.h"
namespace uking::action {
KorokFlowerAppear::KorokFlowerAppear(const InitArg& arg) : ksys::act::ai::Action(arg) {}
KorokFlowerAppear::~KorokFlowerAppear() = default;
bool KorokFlowerAppear::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void KorokFlowerAppear::enter_(ksys::act::ai::InlineParamPack* params) {
mActor->getActorFlags2().reset(ksys::act::Actor::ActorFlag2::_20);
auto* main_body = mActor->getMainBody();
auto* tgt_body = mActor->getTgtBody();
if (main_body != nullptr && tgt_body != nullptr) {
main_body->setContactNone();
main_body->resetFlag200();
tgt_body->setContactNone();
tgt_body->resetFlag200();
}
mFlags.set(Flag::Changeable);
setFinished();
}
void KorokFlowerAppear::leave_() {
ksys::act::ai::Action::leave_();
}
void KorokFlowerAppear::loadParams_() {}
void KorokFlowerAppear::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action